game crash when start

Issue: (game doesn’t start)
Crash (y/n): (y)
Platform (Windows/Mac/Linux): (window 7 64x)
Version number: (x)
Description: (here my log.txt)

MMORPG Tycoon 2
win64
0.17.128-g1ac8560
Checking supported resolutions…
Available Modes
0: 1366 x 768
1: 1360 x 768
2: 1280 x 1024
3: 1280 x 960
4: 1280 x 720
5: 1152 x 864
6: 1152 x 720
7: 1024 x 768
8: 800 x 600
9: 640 x 480
Init: Initialising fullscreen window
Width before: 1024
Found 1 displays:
Display #0 Generic PnP Monitor (1366x768)
videoFlag added: Fullscreen Desktop
SDL_CreateWindow 1024x768x32 video mode, flags 4099
OpenGL Context:
Vendor: ATI Technologies Inc.
Renderer: ATI Radeon 3000 Graphics
Version: 3.3.11672 Core Profile Context
GLEW: 1.11.0
Shading Language Version: 3.30
== Begin OpenGL limits ==
Max 3D texture size: 8192
Max array texture layers: 8192
Max clip distances: 8
Max samples in a color multisample texture: 4
Maximum atomic counters: 0
Maximum fragment shader uniform components: 262144
Maximum geometry shader uniform components: 262144
Maximum combined texture image units: 32
Maximum combined uniform blocks: 45
Maximum cube map dimensions: 8192
Maximum samples in a multisample depth or depth-stencil texture: 4
Maximum simultaneous draw buffers: 8
Maximum simultaneous draw buffers with dual-source blending: 1
Recommended maximum number of vertex array indices: 16777215
Recommended maximum number of vertex array vertices: 2147483647
Max fragment shader input components: 128
Max fragment shader uniform components: 16384
Maximum texels in the texel array of a texture buffer: 268435456
Maximum supported texture image units in a fragment shader: 16
Maximum texture size (rough estimate): 8192
Maximum uniform buffer binding points: 45
Maximum uniform block size: 65536
Maximum uniform locations: 65536
Maximum varying components: 128
Maximum floating point varying components: 128
Maximum atomic counters in vertex shaders: 0
Maximum vertex attributes in vertex shader: 29
Maximum active shader storage blocks in a vertex shader: 29
Maximum texture image units in vertex shader: 16
Maximum uniform components in vertex shader: 16384
Maximum output components in vertex shader: 128
Maximum uniform blocks per vertex shader: 15
Maximum simultaneous viewports: 16
Maximum MSAA samples: 4
NVidia-only: Currently available video memory: 4
ATI-only: Currently available video memory: 217429
== End OpenGL limits ==
anisotropic texture filters: SUPPORTED
VSync: ENABLED
TextureUnits: 16 from vertex shader, 32 total
Hinted minimise on focus loss: TRUE (as there is only one monitor)
Width after: 1366
Screen Ratio: 1.778646
CPU: AMD Athlon™ II X2 260 Processor
Number of hardware cores: 2
System RAM: 3.75 gb
– Initialising game “MMORPG”
TextInput was enabled by default; turning it off until we need it!
SizeChanged EVENT: 1366, 768
StudioSystemCreate succeeded
Number of audio drivers: 1
Default audio driver is: 0 (Realtek Digital Output (Realtek High Definition Audio))
Audio device 0: “Realtek Digital Output (Realtek High Definition Audio)” SystemRate 48000, SpeakerMode “stereo”, SpeakerChannels 2
Done enumerating audio drivers
StudioSystemInit succeeded
STEAM: UserId: 76561198111045949
STEAM: Username: …
STEAM: Branch: default
STEAM: Found 0 Steam controllers!
STEAM: IsSubscribed: TRUE
STEAM: IsSubscribedFromFreeWeekend: FALSE
STEAM: IsLowViolence: FALSE
STEAM: IsCybercafe: FALSE
STEAM: IsVACBanned: FALSE
STEAM: CurrentGameLanguage: schinese
STEAM: PhoneVerified: FALSE
STEAM: TwoFactorEnabled: FALSE
STEAM: SteamLevel: 3
Found 36 desktop game icon images
0001: #version 330
0002: // filename:
0003:
0004: #if defined(VULKAN) || defined(GL_core_profile) || defined(GL_ES)
0005: #define int4 ivec4
0006: #define uint2 uvec2
0007: #define float2 vec2
0008: #define float4 vec4
0009: #if defined(GL_ES)
0010: precision highp float;
0011: precision highp int;
0012: #endif
0013: #elif defined(METAL_VERSION)
0014: #include <metal_geometric>
0015: using namespace metal;
0016: #endif
0017:
0018: #if !defined(METAL_VERSION)
0019:
0020: void SlugUnpack(float4 tex, float4 bnd, out float4 vbnd, out int4 vgly)
0021:
0022: #else
0023:
0024: void SlugUnpack(float4 tex, float4 bnd, thread float4& vbnd, thread int4& vgly)
0025:
0026: #endif
0027:
0028: {
0029: #if defined(VULKAN) || defined(GL_core_profile) || defined(GL_ES)
0030:
0031: uint2 g = floatBitsToUint(tex.zw);
0032:
0033: #elif defined(METAL_VERSION)
0034:
0035: uint2 g = as_type(tex.zw);
0036:
0037: #else
0038:
0039: uint2 g = asuint(tex.zw);
0040:
0041: #endif
0042:
0043: vgly = int4(g.x & 0xFFFFU, g.x >> 16U, g.y & 0xFFFFU, g.y >> 16U);
0044: vbnd = bnd;
0045: }
0046:
0047: #if !defined(METAL_VERSION)
0048:
0049: float2 SlugDilate(float4 pos, float4 tex, float4 jac, float4 m0, float4 m1, float4 m3, float2 dim, out float2 vpos)
0050:
0051: #else
0052:
0053: float2 SlugDilate(float4 pos, float4 tex, float4 jac, float4 m0, float4 m1, float4 m3, float2 dim, thread float2& vpos)
0054:
0055: #endif
0056:
0057: {
0058: float2 n = normalize(pos.zw);
0059: float f = dot(m3.xy, pos.xy) + m3.w;
0060: float g = dot(m3.xy, n);
0061: float f2 = f * f;
0062: float g2 = g * g;
0063:
0064: float w = (f * dot(m0.xy, n) - g * (dot(m0.xy, pos.xy) + m0.w)) * dim.x;
0065: float h = (f * dot(m1.xy, n) - g * (dot(m1.xy, pos.xy) + m1.w)) * dim.y;
0066:
0067: float a = w * w + h * h - f2 * g2;
0068: float b = f2 * f * g;
0069: float2 d = pos.zw * ((b + sqrt(b * b + f2 * f2 * a)) / a);
0070:
0071: vpos = pos.xy + d;
0072: return (float2(tex.x + dot(d, jac.xy), tex.y + dot(d, jac.zw)));
0073: }
0074: layout(location = 0) in float4 attrib0;
0075: layout(location = 1) in float4 attrib1;
0076: layout(location = 2) in float4 attrib2;
0077: layout(location = 3) in float4 attrib3;
0078: layout(location = 4) in float4 attrib4;
0079: in mat4 localToWorldAttrib;
0080: uniform mat4 worldToView;
0081: uniform mat4 viewToProjection;
0082: out vec4 worldPosition;
0083: out float4 vresult_color;
0084: out float2 vresult_texcoord;
0085: flat out float4 vresult_banding;
0086: flat out int4 vresult_glyph;
0087: void main(void)
0088: {
0089: vec2 p;
0090: mat4 mvp = viewToProjection * worldToView * localToWorldAttrib;
0091: mat4 trans_mvp = transpose(mvp);
0092: vec2 slug_viewport = vec2(1920,1080);
0093: vresult_texcoord = SlugDilate(attrib0, attrib1, attrib2, trans_mvp[0], trans_mvp[1], trans_mvp[3], slug_viewport, p);
0094: worldPosition = localToWorldAttrib * vec4(p.x, p.y, 0.0, 1.0);
0095: gl_Position = viewToProjection * worldToView * worldPosition;
0096: SlugUnpack(attrib1, attrib3, vresult_banding, vresult_glyph);
0097: vresult_color = attrib4;
0098: }
Vertex shader failed to compile with the following errors:
ERROR: 0:20: error(#132) Syntax error: ‘float4’ parse error
ERROR: error(#273) 1 compilation errors. No code generated

Failed assertion: Unable to compile vertex shader.

Failed condition: (success || !requireSuccess)
at VS_Renderer_OpenGL3.cpp:2120

I think I answered this question when it was asked over on the Steam discussion boards, over here: https://steamcommunity.com/app/486860/discussions/0/2787117798310704356/

Short version: I suspect that a graphics driver update will help this, as it looks like your GPU isn’t compiling the shader correctly (it seems to be missing a macro that the OpenGL spec requires it to provide), but also it looks like your graphics chipset is an integrated one (which isn’t officially supported), and is a low-spec one from more than ten years ago, so probably won’t run the game very well.

If you have access to a more modern computer, I’d encourage you to try playing on that! If not, requesting Steam for a refund is probably your best option, and I hope you’ll come check us out again later, when you gain access to a faster computer!